Noise generator

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Minecraft uses several different types of noise generators, specifically those making use of gradient noise, for the generation of terrain alongside other features.

There are/were noise generators that use Perlin Noise and Simplex Noise.

Example of Perlin noise, the generator frequently used ingame

Specifications[edit | edit source]

Noise generators can be defined by the following parameters:

  • Octaves: The amount of different copies of this noise generator, each scaled down from the last by a factor of 2. Fewer octaves result in an unnatural appearance. More octaves added with lacunarity result in a rougher fractal appearance reminiscent of proper terrain.
  • Frequency: ​[more information needed]
  • Factor: A value the noise is multiplied with after processing (lacunarity). To make the set of values more or less extreme.
  • Offset: A value added to the noise after processing. To shift the resulting set of values by this value.

These values are displayed and calculated differently in the code. Vanilla simply applies a "scale" value (frequency*(2^octaves)), defined as how much the noise generator increments per sampling (every four blocks).

Customization[edit | edit source]

This feature is exclusive to Java Edition.
 

Old Customized worlds (1.8-1.12)[edit | edit source]

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Custom worlds (1.16-1.19)[edit | edit source]

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Types of noise generators[edit | edit source]

Stratum colors are determined using only the first 48 bits of the 64-bit world seed in Java Edition. The strata repeat every 64 blocks on the Y-axis, and the elevation of a particular stratum can vary through a biome by as much as 4 blocks. Stratum elevations vary with respect to the X-axis only, neglecting the Z-axis.

Terrain noise generators[edit | edit source]

These are used for defining the shape of generated terrain itself.

A table of default/hardcoded settings, as well as values resulting from these, is as follows. Note that not all of these are used in vanilla, but are instead used by mods such as CubicWorldGen.

Fundamental terrain noise generators (Overworld)
Generator Low noise High noise Selector noise Depth noise
Parameter X Y Z X Y Z X Z
Offset 0 0.5 0
Factor 1 12.75 1.024
Octaves 16 8 16
Frequency 0.00522...0.00522... 0.00261...0.00261... 0.00522...0.00522... 0.01671...0.01671... 0.00835...0.00835... 0.01671...0.01671... 0.00153...0.00153...
PeriodPeriod 191.51 383.02 191.51 59.85 119.69 59.85 655.36
Increments per blockIncrements per block 171.103 85.5515 171.103 2.138 1.069 2.138 50
Increments per samplingIncrements per sampling 684.412 342.206 684.412 8.555 4.278 8.555 200
Expected 32-bit overflow distanceExpected 32-bit overflow distance 12,550,824 25,101,648 12,550,824 1,004,065,920 2,008,131,841 1,004,065,920 42,949,672
Expected 64-bit overflow distanceExpected 64-bit overflow distance 53 quadrillion53 quadrillion 107 quadrillion107 quadrillion 53 quadrillion53 quadrillion 4 quintillion4 quintillion 8 quintillion8 quintillion 4 quintillion4 quintillion 184 quadrillion184 quadrillion

Low noise[edit | edit source]

Low noise is one of the two main noise generators used for defining terrain shape. This noise generator, which uses Perlin noise, is one which is actually used as a heightmap.

High noise[edit | edit source]

This is effectively identical to low noise, but is only used when selector noise is above a given threshold value.

Selector noise[edit | edit source]

Selector noise is a third important noise generator used for terrain generation. Selector noise, using Perlin noise, dictates which of either low noise or high noise is used for generating terrain at a given position - above 1 high noise is used, below 0 low noise is used, and values between 0-1 are linearly interpolated between the low and high noise values.

Depth noise[edit | edit source]

A rather insignificant noise generator, this uses Perlin noise to make terrain slightly more nuanced in general. The possible values it can have are tightly clamped to a thin set of values. It is also only defined for the X and Z axes.

Other noise generators[edit | edit source]

This section is missing information about: Nether soul sand, gravel and equivalent of biome fill noise.
 
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These noise generators are oriented to the generation of other world features.

Decorative noise generators (Overworld)
Generator Biome fill noise Badlands pillar noise Badlands clay band offset noise Swamplands noise Flower distribution noise
Parameter X Z X Y Z X Y Z X Y Z X Y Z
Offset 3 ? ? ? ?
Factor 2.333... ? ? ? ?
Octaves 4 ? ? ? ?
Frequency 0.00781...0.00781... ? ? ? ? ? ? ? ? ? ? ? ?
PeriodPeriod 128 ? ? ? ? ? ? ? ? ? ? ? ?
Increments per blockIncrements per block 0.0625 ? ? ? ? ? ? ? ? ? ? ? ?
Increments per samplingIncrements per sampling 0.25 ? ? ? ? ? ? ? ? ? ? ? ?
Expected 32-bit overflow distanceExpected 32-bit overflow distance 34,359,738,368 ? ? ? ? ? ? ? ? ? ? ? ?
Expected 64-bit overflow distanceExpected 64-bit overflow distance 147 quintillion147 quintillion ? ? ? ? ? ? ? ? ? ? ? ?

Biome fill noise[edit | edit source]

Upon generation, a top layer block (e.g. dirt, sand) will be placed to a certain thickness to replace the bare stone heightmap. The thickness of this dirt relies on a noise generator in vanilla.

Biome distribution[edit | edit source]

Ocean biome variants are distributed using a Perlin noise function.

The Multi Noise Biome Source (used for the Nether and the Overworld since 1.18) also uses perlin noise.

Badlands clay band offset noise[edit | edit source]

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Badlands pillar noise[edit | edit source]

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Swamp noise[edit | edit source]

Swamps use a noise generator for two purposes: for the generation of marshy areas composing a mixture of water and grass blocks, and for the variation of the two different grass colors used.

Flower noise[edit | edit source]

The placement of flowers, most prominently in flower forest and meadow biomes but possibly also elsewhere, is controlled via a noise function. Flowers generated naturally will be in different positions from those grown via bone meal, and those grown via bone meal is not dependent on world seed.

Removed noise generators[edit | edit source]

These are no longer used in the current version of the game.

Removed noise generators (Overworld)
Generator Infdev pre-0327 noise Island carver noise Scale noise Sand noise Gravel noise Tree density noise
Parameter X Z X Z X Z X Z X Z X Z
Offset ? ? ? ? ? ?
Factor ? ? ? ? ? ?
Octaves 16[verify] 16[verify] 16[verify] 4[verify] 4[verify] ?
Frequency 0.00195...0.00195... 0.00007...0.00007... 0.000009...0.000009... 0.00391...0.00391... 0.00391...0.00391... ?
PeriodPeriod 512 14246.96 116924.175 256 256 ?
Increments per blockIncrements per block 64 2.3 0.28025 0.03125 0.03125 ?
Increments per samplingIncrements per sampling 256 9.2 1.121 0.125 0.125 ?
Expected 32-bit overflow distanceExpected 32-bit overflow distance 33,554,432 933,688,542 7,662,742,722 68,719,476,736 68,719,476,736 8,589,934,592
Expected 64-bit overflow distanceExpected 64-bit overflow distance 144 quadrillion144 quadrillion 4 quintillion4 quintillion 32 quintillion32 quintillion 295 quintillion295 quintillion 295 quintillion295 quintillion ?

Major noise generation prior to Infdev 20100327[edit | edit source]

Before inf-20100327, terrain was generated using 2D Perlin noise, as opposed to the 3D noise currently used by the game today.

Floating island carver noise[edit | edit source]

During Indev, floating islands were produced by using an extra noise generator to carve out air into existing terrain.

Scale noise[edit | edit source]

A noise generator that appears to only have effects in hilly areas, with little to no impact on flat low-lying regions. Its effects are now handled by biomes rather than noise generation.

Tree density noise[edit | edit source]

A noise generator existed in Infdev which dictated the density of trees in the world. This was likely removed in Alpha v1.2.0 with the introduction of biomes although is yet to be confirmed, as a similar noise generator also seems to exist in 1.12.2.

Sand noise[edit | edit source]

A noise generator was used for generating the surface block used for low-altitude areas commonly characteristic of beaches. This noise generator would determine if a given area would use sand as the surface block or not. This was probably removed in Beta 1.8.

Gravel noise[edit | edit source]

Effectively identical to sand noise and used in very similar cases, this determined where gravel would generate in beach-like areas.

Biomes prior to Beta 1.8[edit | edit source]

Biomes before Beta 1.8 used two noise generators: one of them for temperature and the other for rainfall values. The placement of biomes depended of the values of these noise generators.

Overflowing[edit | edit source]

Main article: Far Lands
This section would benefit from the addition of more images.
 
Please remove this notice once you've added suitable images to the article.
The specific instructions are: Add images for overflowing of swamp noise, flower generation noise, and pre-Beta 1.8 temperature/rainfall noise

Noise generators are capable of overflowing once hitting the integer limit for their given data type, producing spectacular results. The most notable of these are the Far Lands, resulting in noise generator overflows being referred to as types of Far Lands as a result.

In current versions of Java Edition, overflowing is not usually visible without either direct modification to terrain generation code or possibly via custom world generation.

References[edit | edit source]